Interactive voice, wireless game system using predictive command input

ABSTRACT

A system and a method for providing an interface to and customizing an interactive application for one or more players is provided. The interactive game of the presently preferred embodiment is played in a wireless environment using a mobile station as a user interface with commands entered via a keyboard or via voice. The game is tracked and controlled using a game center and a game server, which is typically at a location remote from the mobile station. Communication between the game server and the mobile station is typically performed using a base station connected to a telecommunications network. The game server executes a software application, which runs a game center. Individual games are managed within the context of this application.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is related to and has figures and descriptions incommon with the following applications: U.S. Ser. No. 9/406,596,entitled: Wireless System for Interacting with a Virtual Space, and U.S.Ser. No. 09/404,759, entitled: System for Profiling Mobile StationActivity In a Predictive Command Wireless Game System, each of which wasfiled on Sep. 24, 1999.

FIELD OF THE INVENTION

This invention relates to wireless games, particularly, customizinginteractive multi-player games according to past user terminal activity.

BACKGROUND OF THE INVENTION

Electronic games have become a major part of the entertainment industryin today's modern world. The playing of electronic games on stand-aloneterminals has long been popular. However, in recent years these gameshave migrated into a network environment.

As the complexity of electronic games, powered by increasinglysophisticated hardware and software, improves game-players often findthemselves playing games which are not necessarily suited to theirparticular temperaments, habits, and reactions. Clearly, designers andmanufacturers of electronic games must cater to the broadest possiblecommercial market. However in so doing there are many game players whoare less than satisfied with the final result.

The restrictive user interfaces presented by mobile stations present aparticular challenge when considering game-playing across a mobilenetwork. In particular, when considering network games of the“interactive fiction” or “adventure” style, a game-player typicallysuffers from a limited perceptual consciousness of the potential contextof the game, being constrained by the limited user interface presentedby the typical mobile station. The richness of environmental variableswhich can potentially be brought into the context of an adventure gameare not easily incorporated into such games in current mobile stationsystems.

SUMMARY OF THE INVENTION

The disclosed embodiments of the present application provide a systemand a method for providing an interface to and customizing aninteractive application for one or more users. The interactive game ofthe presently preferred embodiment is played in a wireless environmentusing a mobile station as a user interface. The game is tracked andcontrolled using a game center and a game server. The game server istypically at a location remote from the mobile station. Moreover,communication between the game server and the mobile station istypically performed using a base station connected to atelecommunications network. The game server executes a softwareapplication which runs a game center. Individual games are managedwithin the context of this application.

In the presently preferred embodiment, the games are text based. Acommand set is provided for each state of the within the game. Thechoice of a command from the command set changes the game state. Thechoice of commands can be made either through a reduced keyboard, likethat of a mobile station, or through voice commands. Voice commands canbe translated to game instructions by an interactive voice response unit(IVRU). In the presently preferred embodiment, the IVRU is resident inthe mobile station. Moreover, the IVRU may respond in a simulated ordigitized voice to a player.

The disclosed embodiments provide numerous advantages. For example, useof a mobile station as an interface allows for the easy transmission andtranslation of voice commands. For another example, use of a voiceresponse system increases the realism of a game to the player orplayers. For another example, use of a voice response system allows forgreater interaction among the players of a multi-player game. Foranother example, use of a mobile station as an interface provides aready source of attributes from which a game can be customized. A mobilestation offers a number of unique facilities that can be integrated intoa game play environment, any one or combination of which can provide ahighly optimized gaming experience. For example, contacts and calendarlistings in a mobile station can be modified by the game server or soundrecording capabilities in a mobile station can be used to advance gameplay. Another advantage is that the use of a mobile station as aninterface provides for the possibility of interactivity with other usersand/or a server which are remote from the mobile station. For anotherexample, use of a mobile station as an interface provides a shiftinglocation from which new games can be customized or games can bepresented which are customized to location which a user plans onvisiting. For another example, use of a predictive command set allowsfor a reduced translation set for voice recognition functions of theIVRU. A predictive command set significantly reduces the search spacerequired by the IVRU for recognizing a course of action to take in agame. For another example, the combination of text prompts with voiceprompts helps ensure that the player chooses an appropriate response tocontinue the application. For another example, a mobile station isprimarily a voice device with data entry capability. The delivery of avoice controlled application environment provides an applicationsinterface that is integrated with the application delivery mechanism,namely, the mobile station. This integration allows for interfacing withthe application, particularly a game, in a manner that is short, sharp,and to the point. For another example, use of the IVRU of the presentlypreferred embodiment can streamline data transfer. It is not necessaryto digitize the entire voice command in order to perform a function,only to recognize the intended command and send a text script directingthe game server or mobile station to react appropriately.

BRIEF DESCRIPTION OF THE DRAWINGS

The disclosed embodiments will be described with reference to theaccompanying drawings, which are incorporated in the specificationhereof by reference, wherein:

FIG. 1 depicts a user of a mobile station communicating with anothermobile station user and a fixed terminal voice user;

FIG. 2 depicts enhanced mobile telecommunications according to apreferred embodiment;

FIG. 3 presents a system configuration of a wireless communicationsystem which can support a “virtual space” communication paradigm;

FIG. 4 depicts aspects of a mechanism by which the simple intuitivedynamics previously described may be implemented;

FIG. 5 presents a more detailed view of the infrastructure supportingthe virtual space;

FIG. 6 depicts various participants “inhabiting” the virtual space;

FIG. 7 represents a process flow for a segment of an interactive fictiongame as in the presently preferred embodiment;

FIG. 8 shows further detail of the story segment;

FIG. 9 depicts the interactive segment in more detail;

FIG. 10 depicts another embodiment of an interactive fiction game;

FIG. 11 depicts network-related mobile station usage informationassociated with the player 100 which is used to enhance the realism andenjoyment of the game of the presently preferred embodiment;

FIG. 12 depicts how information regarding the manner in which player 100plays the interactive fiction game of the presently preferred embodimentbeing incorporated into the game;

FIG. 13 depicts a lightweight interactive fiction engine language (LIFE)used to create the virtual space in a cost effective and well documentedmanner;

FIG. 14 depicts a game player 1100 using a mobile station 1102 to playan interactive fiction game on a mobile network;

FIG. 15 depicts the profiling of mobile station activity in order tocustomize the service context;

FIG. 16 depicts deployment of virtual voice-based characters in a gamesetting within a wireless game environment;

FIGS. 17A-N depict a working example of the presently preferredembodiment showing user information displayed on the display of a mobilestation;

FIG. 18 depicts a block diagram of a mobile station 1800 that can beused in the disclosed embodiments; and

FIG. 19 depicts a block diagram of a cellular communications systemsuitable for implementing the disclosed embodiments.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

The numerous innovative teachings of the present application will bedescribed with particular reference to the presently preferredembodiment. However, it should be understood that this class ofembodiments provides only a few examples of the many advantageous usesof the innovative teachings herein. In general, statements made in thespecification of the present application do not necessarily delimit anyof the various claimed inventions. Moreover, some statements may applyto some inventive features but not to others.

FIG. 1 depicts a prior art system wherein a user 100 of a mobile station102 communicates with another mobile station user 104 and a fixedterminal voice user 106. Voice communication between the initial user100 and the other two users 104 and 106 is well served by the presentmobile network and terminal infrastructure. However, the user 100 hasonly limited access to data services 108 and even less to image/videoservices 110. FIG. 1 graphically illustrates how the mobile station user100 is provided with only very restricted access to a richcommunications environment.

FIG. 2 depicts enhanced mobile telecommunications according to apreferred embodiment of the invention. A number of additional elements,depicted by shaded boxes 200, 202 and 208, are introduced. Theseadditional elements provide the mobile station user 100 with an enhancedaccess capability to the telecommunications environment. The shadedblock 200 depicts a simpler and more effective man/machine interfacebetween the mobile station user 100 and his or her mobile station 102. Amobile station user interface is designed primarily for setting up voicecommunications, therefore, it is inherently unsuited to the task ofproviding a rich environment for perception of a virtual space. The newelement 200 is described in more detail in the discussion of FIG. 4.

The element 202 depicts the use of “profiling” to adapt thetelecommunications environment to the habits, tendencies, and history ofthe user 100. The use of profiling enables services within the broadertelecommunications environment to be “customized”. This customizationeffectively tailors the services to the particular user 100. Thus,instead of generic telecommunications services being provided to userswho are anything but generic, the services become individually tailored.Tailoring the services serves to streamline and make more effectivecommunications with the user 100. This effect is explained in moredetail in relation to FIGS. 11 and 12.

The element 208 depicts use of adjunct support equipment, such asinteractive voice response systems. Such equipment is used to augmentand support services being provided from the telecommunicationsenvironment to the user 100. This equipment is explained in more detailin FIG. 16.

The abstract concept of “virtual space” representing thetelecommunications environment within which the mobile station user caninteract is introduced in the following figures. This abstract conceptis first outlined in general terms, and then a specific example of avirtual space is used for a more detailed description. The virtual spacein the presently preferred embodiment is described as being aninteractive fiction game which is played across a wireless network.However, it should be noted that most if not all of the featuresdescribed in the presently preferred embodiment are useful to a mobilestation user for other pursuits, such as, business activities, forexample.

As will be explained further, interactive fiction games can enable auser 100 to interact with other users 104 and 106, with various datastructures, and with intelligent software entities which can besupported on data services 108.

FIG. 3 presents a system configuration of a wireless communicationsystem which can support a “virtual space” communication paradigm. Amobile user 100 communicates, by means of a mobile station 102, which inturn uses a wireless connection to a network 306. The network 306 inturn, is connected to a server 310. The server 310 is described in moredetail in FIG. 5. In the presently preferred embodiment, the elementsdescribed in FIG. 3 constitute interacting component parts supporting avirtual space 312. In the presently preferred embodiment, the virtualspace 312 provides a mobile station user 100 with a perceptual awarenessof other mobile station users 104, as in a telephone voice call. Thevirtual space 312 also provides a mobile station user 100 with aperceptual awareness of the various other elements within the virtualspace 312.

In order for a mobile user 100 to be perceptually aware of otherelements in the virtual space 312, the dynamics by which the user 100interacts with the mobile station 102 and with the other elements in thevirtual space 312, via the mobile station 102, must be sufficientlysimple and intuitive. The goal of this interactive mechanism of virtualspace and mobile station is to allow the user 100 to interact with asignificant number of these elements without extensive conscious effort.

FIG. 4 depicts aspects of a mechanism by which the innovative dynamicspreviously described may be implemented. A reduced keypad 400, whichcomprises a small set of individual keys 402, transmits an outputresulting from operation of the keys 402 to an application 406 writtenin a lightweight interactive language. The attributes of the language,according to the presently preferred embodiment, are described in moredetail with reference to FIG. 13. The application 406 interacts with theserver 310. The server 310 also produces a display of desiredinformation on a display device 414. The reduced keypad 400 and display414 can both be incorporated into the mobile station 102. Some elementsof the lightweight language application 406 can be resident on themobile station 102, while other elements of the lightweight languageapplication 406 can be resident in the server 310. The server 310 isalso connected to other support elements for the virtual space 312, suchas other users, for example. The combination of reduced keyboard 400,lightweight interactive language application 406, server 310 and display414 provide a platform which supports the intuitive dynamics requiredfor a user 100 to have a perceptual awareness of the virtual space 312.Such an awareness enables the user 100 to interact with the virtualspace 312 in a simple and effective manner. Another aspect of the systemdescribed in FIG. 4 is that the reduced keyboard 400 and lightweightlanguage application 406 operate in conjunction with a “menu” based textdisplay mechanism on the display 414. Alternatively, text displayed ondisplay 414 may contain hypertext links that can facilitate simple andefficient selection of options using the reduced keyboard 400.

FIG. 5 presents a more detailed view of the infrastructure supportingthe virtual space 312. In the presently preferred embodiment, a virtualspace 312 consisting of a multi-player interactive fiction game (MIF),is used as the basis for the description. However, an individualinteractive fiction game can make just as an effective use of thedisclosed embodiments. In FIG. 5, two players using mobile stations 102and 300 are connected by wireless communication links to a network 306.The network 306 is in turn connected to a wireless application protocol(WAP) gateway 504. The WAP gateway 504 is connected to the server 310.WAP has been developed to support use of a markup language, for example,wireless markup language (or WML), over a wireless network. Of course,other markup languages such as html, xhtml, or other languages withsuitable features can be used. Additional information on WAP can befound in the WAP 1.1 Specification Suite, copyright date 1999, currentlyavailable from the Wireless Application Protocol Forum, Ltd., andincorporated herein by reference. The server 310 incorporates a wirelessgame center 508, which in turn incorporates a game service 510 thatsupports the multi-player interactive fiction game. The user of themobile station 300 establishes an interactive session 512 through boththe network 306 and the wireless application protocol gateway 504, tothe game service 510.

FIG. 6 depicts various participants “inhabiting” the virtual space 312.The user 100 communicates via an associated virtual representation ofhim/herself (the virtual representation being referred to as a “player”)in the course of the multi-player interactive fiction game of thepresently preferred embodiment. In this way, the user, now player, 100interacts with other users, or players 104 and 604. Such other users 104and 604 may belong to the class of human players 606 in the virtualspace 312. In addition, the player 100 can interact with softwareentities 612 or agents 614. The entities and agents 612 and 614 canassimilate and act upon an analysis of data inputs from player 100. Theplayer 100 can also interact with objects 610 and 608 which arearbitrarily defined in the virtual space 312. In the context of amulti-player interactive fiction game, as in the presently preferredembodiment, an object 608 may, for example, be perceived by the player100 as an amount of money to be either taken or left on a table. Objectswill be explained in more detail in FIG. 9.

FIG. 7 represents a process flow for a segment of an interactive fictiongame as in the presently preferred embodiment. The game commences (Step700) and proceeds to a story segment (Step 704). Thereafter, the processproceeds to an interactive segment (Step 708) after which a decisionprocess (Step 712) is encountered. The decision process (Step 712)offers two options, namely to continue or to end. A choice of “continue”will direct the process to the next segment (Step 718). Alternatively, achoice to end the segment will direct the process to the “end” (Step714).

FIG. 8 shows further detail of the story segment 704 described inrelation to FIG. 7. The player 100 is presented with one of three actionoptions (Step 800). In a scenario being considered here, the player 100can choose either to go down a set of stairs after which he will becomea member of a crowd (Step 814), to go back to work by remaining at adesk (Step 810), or to move to the window (Step 804). The aforementionedoptions provide the player with the ability to navigate spatially amongfeatures in the virtual space, ie. along roads, within buildings, ontrains, and so on. All of the various options and choices take theplayer 100 through the connected locations defined for the particularsegment of the game being played. In FIG. 8, all three options result inthe process subsequently being directed to the interactive segment (Step708).

FIG. 9 depicts the interactive segment 708 in more detail. In themulti-player interactive fiction game of the presently preferredembodiment, the interactive segment 708 takes place in a cafe, where thevarious players 100 and 104 can “meet” and interact. Furthermore, thesoftware agents 612 and 614 can also participate and the various objects610 and 608 can be found. Therefore, while the story segment 704provides a mechanism by which the player 100 can navigate spatiallyamong a geographic set of connected locations, the interactive segment708 is a process whereby the player 100 interacts with the variousplayers and features in the virtual space 312. In FIG. 9, a decision(Step 900) presents a number of options to the player 100. Unlike thedecision block (Step 800) of FIG. 8, this decision block (Step 900)allows the player 100 to select one or more of the options. Thus,assuming that the player 100 is required to obtain a certain amount ofmoney, he may elect to play poker (Step 904). If he wins the game, thewinnings constitute the needed cash. The player could also elect to takecash from the office (Step 908). The process can then be directed backto the decision option (Step 900). The player 100 can now elect to pickup a key (Step 912) and take it into his possession. Alternatively, theplayer 100 can elect to enter a shelter and purchase a disguise (Step918). However, in order to enter the shelter, a key is required. Inorder to purchase a disguise, a certain amount of cash is required.Therefore, the prior actions of the player 100 determine his ability toproceed onwards in the process or his need to return and retrace hissteps, if he is so able to do by the definition of the game software.

FIG. 10 depicts another embodiment of an interactive fiction game. FIG.10 includes an expanded version of a virtual world with possible coursesof navigation.

FIG. 17 depicts a working example of the presently preferred embodimentshowing user information displayed on the display 414 of a mobilestation 102. The user 100 can interact with the game via the presentedoptions by way of scroll and input keys 402 forming a part of thereduced keypad 400. Conventional mobile stations have such keys. Voicecommands may also be used for interaction with the game. Voice commandsmay be used, for example, when responding to a prompt, such as, from acharacter in the game.

To commence the game, the player 100 must login with a user name andpassword using the Login screen 1702. The user name and password arepreconfigured on the game server. The game server validates the username and password. If successful, the player is logged into the game andis presented with an initial set of instructions 1704. In the presentlypreferred embodiment, the instructions are: “Welcome, <player name>! Youcan use the roller key to scroll text and menus. The scrollbar on theright indicates when more text is available for viewing. Select the“Options” menu to begin a new game, restore a previous game or to getmore instructions on how to play.”

The player may elect to start a new game, resume a saved game, get thefull set of instructions for the game, or quit the game completely 1706.If the player elects to play a new game, the story begins. The firststory element is presented to the player 1708. A story element can read,for example, “You arrived at the office this morning in a state ofdespondency. You were dissatisfied. Happy and successful, but at thesame time there is a nagging feeling of something being wrong. Here youare in this job that isn't quite right. It was a job that you had toaccept to pay the bills. You'd wanted to be a painter really, but yourmother said at the time ‘no-one gives you any money ‘til you're dead’.And what good is money to a dead guy.” At the end of this story element,the player is presented with a list of actions that can be taken at thisstage in the story 1710. The selected action will determine the nextcourse to be taken in the story, for example, “Do you go downstairs, goto the window, or go back to work?”

The story element related to the selection, for example, to godownstairs, is presented 1712. The story element can read, for example,“You go to the elevator and head down to the lobby. You walk slowlyacross it toward the street but cannot see anybody that you recognizethough the glass facade. You step out through the automatic door andonto the street. The crowd seems to part and you see a woman by thecurb. She is talking to a policeman with his back turned diagonallytoward you. You circle around to your right a little in order to see thewoman's face from front on. The policeman is saying ‘Do you know who didthis?’ The woman looks up and over the policeman's shoulder and in youreye with a look of reproach and your stomach falls. She points straightat you and says ‘He did!’. The police move quickly. They are headingstraight towards you.”

At the end of this story element, the player is presented with a list ofactions that can be taken at this stage in the story 1714, for example,“Do you stay or do you run?” The story element related to the selection,for example, to run, is presented 1716. The story element can read, forexample, “You stand there in amazement as several police walk over toyou and grab you. Pinning your arms behind you they put handcuffs onyour wrists and drag you off to a waiting car. When you arrive at thestation they tell you that you are accused of industrialespionage—citing your briefcase as evidence. You insist that it is yourbriefcase and they say ‘We'll soon see’. They open it and papers thatare clearly not yours are revealed. You protest but it falls on deafears. On the way to the cells, now with your handcuffs removed, theguard stops to talk to someone else. He has his back turned and behindyou is an open door to the carpark. You can't believe this turn ofevents. Arrested!”

At the end of this story element, the player is presented with a list ofactions that can be taken at this stage in the story 1718, for example,“Do you remain calm or try to escape?” The story element related to theselection, for example, to escape, is presented 1720. The story elementcan read, for example, “You don't really know why you do this but youturn and run. Somehow you know what will happen if you stay. You will befalsely accused and will have to go through a whole load of legalrigmarole. Your life and all you have worked for could be erased in theensuing publicity. The policeman again calls on you to stop but you justkeep running. You duck into an alley with the policeman not far behind.As you run past a doorway you hear laughter that somehow seems to bedirected at you. You turn another comer and it's a dead end. You canhear the running boots of the cops right behind. You look arounddesperately for an escape. There is a garbage skip right beside you witha fire escape above it. If you leap to the top of the bin you might justreach the ladder. Or perhaps now might be the right time to giveyourself up.”

At the end of this story element, the player is presented with a list ofactions that can be taken at this stage in the story 1722, for example,“Do you give up or climb the ladder?” The story element related to theselection, for example, to give up, is presented 1724. The story elementcan read, for example, “You can't believe this turn of events.Arrested!” At the end of this story element, the player is presentedwith a list of actions that can be taken at this stage in the story1726, for example, “Do you remain calm or try to escape?” The storyelement related to the selection, for example, to remain calm, ispresented 1728. The story element can read, for example, “You spend mostof the day and night in the cell, furious at what has happened. The nextmorning bail is posted for you by a mysterious person who will not allowthemselves to be identified. As you leave the police station you feelquite confused. You do not want to go home or back to work just yet. Youhave to work out what to do about all of this. You step into a cafeacross the street from the police station. What you really need is aquiet coffee and some time to figure all of this out. There is anenormous amount on your mind. This has been an incredibly confusingday.” When the story segment is complete, the player is given the optionto continue with the game and move into the interactive environmentattached to this story segment 1730.

The mode of game play now changes from a directed story into navigatingand taking actions within a planned environment. To move through theinteractive environment and complete the episode, the player 100 willneed to get enough money to buy a costume as a disguise. Once acquired,the player 100 must get a photo taken with the costume on, buy apassport from a man in the bar, take a taxi to the airport, buy aticket, and board a plane to Helsinki. At each location in theinteractive environment, a description of the location is presentedalong with a list of items that can be seen at the location and theactions that the player can take at that location. If the player 100chooses to continue, the next story element is presented 1732.

In the presently preferred embodiment, a description of the cafe ispresented, for example, “You are in a cafe. There are booths by the walland tables in the center. A bar runs along another wall. There are twowomen sitting at one of the tables, deeply engaged in conversation.” Atthe end of this story element, the player is presented with a list ofactions that can be taken at this stage in the story. The story elementrelated to the selection, for example, to look around, is presented. Thestory element can read, for example, “At the cafe, you see a proximitycard and a one dollar coin.” 1734.

At the end of this description, the player is presented with a list ofactions that can be taken 1736, for example, go, look, drop, examine, oruse an object. A list of options pertaining to the action elected, forexample, go, is presented 1738. The options can include, for example, gooutside the café. The player is presented with a description of theenvironment that they can move into, the items that they can see, andthe actions that they can take at this time 1740. The description canread, for example, “You are in an old lane. The backs of severalbuildings face onto it. Bare, black metal ladders lead from the groundup into the haze. Dirty red brick walls with graffiti, soot and birddroppings likewise rise up out of sight. It smells bad. A few rats slipinto the shadows as you approach. In front of you is the entry to whatlooks like a costume shop.”

At the end of this description, the player is presented with a list ofactions that can be taken 1742, for example, go, look, drop, examine, oruse an object. A list of options pertaining to the action elected, forexample, go, is presented 1744. The list can include places to go, forexample, into the costume shop, east, west or back into the café. Thestory element related to the selection, for example, go into the costumeshop, is presented 1746. The story element can include, for example, alist of things that the player 100 can see in the costume shop andactions that he can take. The story element can read, for example, “Yousee a shop cluttered with masks and wigs, costumes and hats. Racks ofbody parts are on the east wall behind the counter. Also behind thecounter stands a middle-aged man with lank black curly hair. You don'tnotice him at first because he blends in with the noses, ears, falsemoustaches, and wigs behind him. He ignores you, pointedly, it seems. Inthe south wall a door with dirty glass leads to the main street.”

At the end of this story element, the player is presented with a list ofpossibilities 1748. The list can include, for example, seeing ashopkeeper. A list of actions that can be taken at this stage in thestory is displayed 1750, for example, the player 100 can go, talk to,look, examine or use an object at this location. The characters relatedto the selection, for example, talk to someone, are presented 1752. Thedialogue related to the person the player 100 chooses to speak to isdisplayed 1754. The dialogue with the shopkeeper from the player's 100perspective, for example, can read: “‘I need a disguise.’ He says.‘Disguises, disguises? That's all anybody ever wants these days,whatever happened to the good old days of just getting dressed up forfun. What you like, I have a whole bunch of disguises, some are betterthan others and their prices reflect that. I mean, a cheap disguise isreally easy to see through but the more expensive ones areimpossible—your own mother won't recognize you. Here's the list with theprices clearly shown in red beside them. By the way, weren't you just inhere?’”

At the end of this story element, the player is presented with a list ofactions that can be taken 1756. The list can include, for example, go,look, drop, examine, buy, or use an object at this location. A list ofitems pertaining to the chosen action, for example, buy an object isdisplayed 1758. The display can read, for example, “You can buy any oneof three different costumes, each at a different price, and eachassociated with a different level of probability that the police won'trecognize you when they see you. If you buy the $100 outfit, you won'tbe seen. If you buy the cheapest outfit, there is a great chance thatyou will be recognized by the police. If you buy a reasonable costume,you have a reasonable chance of fooling the police.”

At the end of this explanation, the player is presented with a storyelement relating to the choice of, for example, attempting to buy themost expensive costume 1760. The story element can read, for example,“You can pay with cash or with your credit card. You only have $45 inyour wallet (you can see this if you look at your inventory). Beingshort of cash, you hand the shopkeeper your credit card. After a briefphone call from the back room, the shopkeeper returns and pointedlyinforms you that the card has been cancelled. He promptly cuts the cardin half and throws it into the bin. To buy the costume, you will need tofind some money. Perhaps you have some money in your office or you canwin some money at the poker machines in the bar.”

At the end of this story element, the player is presented with a list ofpossible actions 1762. The list can include, for example, go, talk to,look, examine or use an object at this location. The locations relatedto the selection, for example, go, are presented 1764. The availablelocation, for example, can read “You can only go out into the lane fromthe costume shop.” A list of actions pertaining to the selection isdisplayed 1766. Because the player 100 has already been to the lane,only a short description of the lane is presented along with the actionspossible.

At any point in the game, the player can review his inventory 1768. Whenthe player reviews his inventory, a list of items in the inventory ispresented 1770. The inventory can read, for example, “You have a leatherwallet and a mobile phone.” Any item in inventory can be examined. Adescription of the item examined 1772, for example, the wallet, can bethat your leather wallet is an expensive looking leather walletcontaining $45 and little else.

The game is continued after examining the inventory items. The playermay, for example, move from the lane back into the café.” A list ofitems that may be seen at the café is displayed 1774. The list mayinclude, for example, a proximity card and a one-dollar coin. Objectsare taken using the take action 1778. When an object is taken from alocation, it is added to the player's inventory. Selecting the takeoption displays a list of items that the player can see 1780. Items tobe taken are selected form the list. When an item is taken, feedbackindicating success or failure is displayed 1782. Taking the proximitycard, for example, can yield the feedback “You manage to swipe the cardfrom the table without anybody noticing.”

The player may look around any current location 1784. Looking around ahotel, for example, will yield a description of what can be seen 1786.The description can read, for example, “In the south wall is a screendoor leading to the kitchen of a hotel. You can hear the chef singingand see cooks wandering to and for across your field of vision. In thenorth wall, above your head is a barred window that you know is a cellwindow at the police station.”

If the player, for example, moves into the hotel lobby, a description ofthe lobby is presented 1788. The player is told that there is a photobooth in the corner, for example, “In the south wall a rotating doorleads to the main street. In the corner is a photo booth. You step intoa quiet alcove behind a palm . . . ” The Take Photo action will appearin the list of allowed actions at the end of the location description.

If the player proceeds into the bar, a description of the bar will bedisplayed, for example, a guy in a raincoat and a poker machine 1790.Obtaining a passport requires talking to the guy in the raincoat.Playing the poker machine requires select the use action for the coin1792. Selecting the use item from the list of actions retrieves a listof items from the player's inventory 1794. Selecting an item, forexample, the coin, displays a list of items upon which the coin can beused 1796. If the poker machine is selected, a description of theresulting action is displayed 1798. The description can read, forexample, “You insert the coin in the slot and pull the handle. Againstall odds, ‘777’ appears an ear-piercing horn announces you as the winnerof the jackpot. The barman lumbers over, hands you 5 big ones and . . .” The game can be saved in its current state at anytime 1799.

FIG. 11 depicts network-related mobile station usage informationassociated with the player 100 which is used to enhance the realism andenjoyment of the game of the presently preferred embodiment. In FIG. 11,“mobile usage profiling” information, namely information regarding thepatterns of use of mobile communications by the player 100, iscommunicated from the network 306 to the server 310. Such profileinformation includes, for example, the fact that player 100 is currentlyactually located in the city of Los Angeles. This information can beused in the multi-player interactive fiction game of the presentlypreferred embodiment by creating a virtual space 312 made up oflocations in the city of Los Angeles, thus lending additional realismand interest to the game. The game itself can be designed with profilinginformation in mind. For example, within the definition of a virtualworld, e.g., lightweight interactive fiction engine language (LIFE),profile tags can be specified. The profile tags are used to indicatethat the virtual world should be customized at the tag point.Customizing can include extracting relevant information from the mobilestation or from a profiling database on a server. For example, if thegame space dictates that a player is moving (or walking) towards, e.g.,a train station, a profile tag can be used to indicate that a relevantstation name be inserted into the virtual world. For example, WaterlooStation in London can be inserted into a virtual space built around aLondon theme.

FIG. 12 depicts how information regarding the manner in which player 100plays the multi-player interactive fiction game of the presentlypreferred embodiment is incorporated into the game. This information iscalled “game play profiling” information. Thus, if the player 100 shows,during the course of a game, a preference for a particular type ofaction, say one associated with travel, this preference can be conveyedbetween the lightweight language application 406 and the server 310. Thegame can then be adapted to include more options of this type for theplayer 100 on a real time basis. Thus adding additional credibility andinterest to the game.

FIG. 13 depicts a lightweight interactive fiction engine language (LIFE)used to create the virtual space in a cost effective and well documentedmanner. Thus, allowing the virtual space to be evolved over time. LIFEis a generic description language which utilizes the Java™ environment.

A LIFE world 1312 which forms the basis for the game of the presentlypreferred embodiment, is one of the set of worlds 1300 which can besupported in the system. The world 1312 is made up of a set of “levels”1302, one of which can, for example, be defined as “Los Angeles” 1316.

Each level, e.g., 1316 is made up of a number of connected “locations”,e.g., The Grand Hotel in Los Angeles 1320. The Grand Hotel is one of theset of locations 1304 in Los Angeles 1316. Within each location is a setof objects 1306 e.g., a door 1326 in the hotel on the second floor,which is a subset of the set of objects 1306. Each such object 1306 is“interactable” and the user may interact with the object throughassociated actions. An action, in a set of actions 1308, can be, forexample, “to open” 1330. Finally, associated with each action is a setof object attributes 1310, for example, “opened” 1334. Thus the specificworld being considered 1312 is divided into a set of levels, forexample, Los Angeles 1316. Each level has a set of locations, forexample, The Grand Hotel 1320. The Grand Hotel 1320 has a set ofobjects, for example, a door 1326 on the second floor with which aplayer may interact. Interaction rules are defined by a set of actions,for example, to open 1330, that may be associated with either objects orlocations. The consequence of the action is an attribute, for example,door opened 1334. A player can either be a human player 100 or asoftware agent 614. The “view” of the virtual space which is presentedto the player 100 or 614 will vary according to the current actuallocation of the player 100 or 614. The available interaction options andobjects will vary correspondingly.

Locations, for example, The Grand Hotel 1320, define the fabric of theLIFE world. Locations describe all rooms, places, etc. which areaccessible to players 100, 104, or 604. Each location has a descriptionwhich allows a player to determine his position. Each location has a setof connections to other locations, for example, an airport 1322.Connections define the topology of the LIFE world and are used by theLIFE engine to define the navigational options available to a player.Location specific interaction is defined via a set of specific actions.

Object definitions, for example, the door 1326, are used to describeitems with which a player can interact. Like locations, objects have adescription allowing players 100, 104, or 604 to know what the objectis. The players are made aware of a set of actions defining permitted,object specific, interaction rules, for example, to open 1330. A set ofobject attributes 1310 representing the state of the object, forexample, door is open 1334, is also provided.

In the presently preferred embodiment, actions, for example, to open1330, may require more advanced interaction than merely applying them toan object. As an example, a key may be required to open a locked door.LIFE handles these situations by allowing actions to have arguments of aspecific type. For example, the “unlock” action on the “door” wouldrequire a “key” as an argument.

FIG. 14 depicts a game player 100 using a mobile station 102 to play aninteractive fiction game on a mobile network. In the presently preferredembodiment, the mobile station 102 establishes a connection through amobile network 1408 to a game server 1412. A user agent 1404 is asimulacrum of the user 100. The user agent 1404 is a software entityacting for the game player 100 (or for the mobile station 102). Itshould be appreciated that reference is made to the user 100 and/or theuser terminal 102 in an interchangeable manner, the intended meaningbeing clear from the particular context. The user agent 1404 is thusresponsible for presenting a current state of the interaction fictiongame to the user 100, and equivalently, acts as a communicationintermediary between the user 100 and the game server 1412. The mobilenetwork 1408 supports a connection between the mobile station 102 andthe game server 1412. An interactive fiction engine (wireless gamecenter) 1414 runs on the game server 1412. The engine 1414 supports theexecution of a virtual world 1406 on the game server 1412. From animplementation perspective, in the presently preferred embodiment, thevirtual world 1406 is an executable software component running on theinteractive fiction engine 1414. The virtual world 1406 updates stateswhich define it based on action requests received from the user 100 bymeans of the user agent 1404. Actions which can be taken in the game bythe user 100 are determined by the state of the virtual world 1406. Inthe presently preferred embodiment, the virtual world is based upon astructured definition of content as described in FIG. 13. The gameserver 1412 also contains a presentation engine 1416 which processesdata relating to the game and the virtual world 1406 into a format thatcan be presented by the user agent 1404 on the mobile station 102. Thepresentation engine 1416 output can be tailored according to the limitedman/machine interface available on the user terminal 102.

The virtual world 1406 can be defined using an XML schema, which is runthrough a world compiler, generating a computer language specificversion of the particular virtual world 1406 definition being used. Thelanguage specific world is thus compiled into an executable form.Support for both the language and the virtual world concepts embodied inthe definition of the virtual world, exist on the game server 1412.

It should be appreciated that the utilization of menu text presentationsand icon display elements combined with hypertext user selectable menuitems significantly ameliorates or substantially overcomes thecomplexities and difficulties of typing in free text commands on amobile station keyboard. The particular issues encountered in a wirelesscommunication environment, for example, low data rates, significanterror rates, and wireless communication protocols, require particulartechnical solutions to present the aforementioned menu/icon/hypertextbase system.

Predefined game options both within the story segment 704 and theinteractive segment 708 result in a “tree” type of structure. Thestructure reprsents possible “routes” which a game player can traveldepending on his or her choices as they move through the game. This typeof game structure supports a “predictive command style implementation”thus, providing a streamlined form of interaction. In particular, byoptimizing the options presented during game play, the amount of datatransmitted to the mobile station is decreased. Thus, a more effectiveresponse time results. This result is particularly useful when utilizinglow bandwidth, high latency networks.

FIG. 15 depicts the profiling of mobile station activity in order tocustomize the service context. In the presently preferred embodiment,customization relates to the playing of an interactive fiction game. Asa player 100 makes use of a mobile station 102, we note that there is adistinction between the virtual world within which the player plays thegame, and the real world within which the player actually functions.Having made that distinction, it is noted that while fantasy istypically a desired characteristic of games, a degree of reality ormapping between the “real world” and the “virtual world” can, in fact,add a drama and a realism to the fantasy which enhances theentertainment impact. In one embodiment, the mobile station 102maintains key environment information 1514-1516 in a storage memory1504. This environment information 1514-1516 relates to the real worldin which the player actually is situated. For example, the mobilestation 102 can store in the onboard memory 1504 statistics such as callfrequency, average call duration, top five local locations visited (thatis, locations in the player's home country), top five global locationsvisited, top five wireless services accessed (for example, “follow me”enables calls directed to a particular mobile station to be forwarded toanother mobile station), top five local numbers called, top fivecountries called, etc. These statistics can be constantly maintained,updated and stored in the memory 1504 of the mobile station 102. Thusthey are available to be used in customizing a service which is requiredby the user from the user terminal 102.

Placing this information 1514-1516 into the game context, the variousstory segments can take place in particular, and familiar cities. Theparticular city provided as a virtual world when the user chooses toplay a game can be made to correspond with the particular city in whichthe user is actually residing at the time. For example, if the user ispresently in Sydney, Australia, the game context can be placed in Sydneyand the virtual world, its various connected locations, and even theparticular objects within the virtual world can all be tailored toprovide a feeling of pleasing familiarity with the actual city in whichthe user is currently located. A native of Sydney will be able toactually recognize aspects of the virtual world if this is desired. Inthe presently preferred embodiment, when a game is started, a set oflocations, that is, cities, can be automatically selected based upon theinformation in a user profile stored in the memory 1504. If a playercalls London and Helsinki frequently, instead of selecting the citywhere the player currently resides, these cities could be selectedinstead. This feature is particularly pertinent if the user uses hismobile station when he is in those cities, as it provides an insightthat the player has actually visited those cities, and would thus beexpected to have some familiarity with their physical surroundings.

It is possible to use this profiling of mobile station activity both atthe level of city selection, and/or at the level of particular locationprofiling within a given city. Thus, the virtual world 312 can becustomized to include those locations that the game player frequents,such as suburbs, streets, cafes etc. This level of customization dependsupon the level of accuracy associated with the location statistics whichare gathered. The usage profile of a mobile station can include manyattributes aside from telephone calls. For example, usage profiling caninclude information from the calendar, address book, contacts list,messages, and other non-phone applications that reside on the mobilestation 102. This type of profiling can be seen in the followingexample: when a player receives notification that “They need to meet thefat man on the corner of 5th and Park Avenue at 5 pm”, a booking forthat time is placed into the mobile station calendar. Another examplefrom an interactive fiction game: when two people sit down at a table ina cafe and exchange business cards. In such a scenario, each player'scontacts list would be updated by the server with the business card ofthe other player. Thus, the usage profile can affect the game state andthe game state can be made to affect the usage profile.

In addition to usage profiling, the mobile station itself can be used tointroduce real world data to affect the game state. For example, theclock in the mobile station could be used to set the time in the virtualgame space. In another instance, a mobile station equipped with a soundrecorder and voice detection facilities can be used to modify the stateof a game. For example, the game may require the player to proceed to aparticular location and obtain a clue. The clue could be a sound segmentthat when “found” (that is, recorded and transmitted), changes the stateof the game. Thus, the mobile station can affect the game state and thegame state, in turn, can affect the mobile station.

Mobile station activity profiling is a software component 1520 whichresides in the mobile station 102, and can include an optional softwarecomponent 1518 residing on a remote server 1412. The flexibility todistribute this information between information gathered by the mobilestation 102 itself and information gathered within a network 1500 isextremely useful. While information gathered by the mobile station 102will have a first level of accuracy and detail, being gathered by themobile station 102 itself, there is no issue in gaining privilegedaccess to information which a network operation may be unwilling toprovide. This latter type of information would reside on the remoteserver 1412. On the other hand, the richness of information available tothe operator of a network 1500 is undoubtedly greater than that affordedby information gathering capabilities within a mobile station 102. Thepresent embodiment thus enables these two types of information to bemixed and matched as desired.

It is appreciated that while mobile station activity profiling has beendescribed above in the context of a network based electronic game, thistype of profiling can equally be applied to other types of serviceswhich are accessed by means of the mobile station 102. Other servicescan include, for example: a restaurant guide in which is restaurants arelisted according to mobile station location; an entertainment guide inwhich options are listed according to time and mobile station location;a virtual city tour can be presented based on location of the mobilestation or destinations called; or a travel service which notifies auser of travel deals based on call history, contact list information,calendar entries, roaming locations, etc.

Clearly, the user can be given the ability to turn automatic profiledata acquisition and processing on and off within the mobile station,and within the broader network context, as he desires. This featureenables users to have control over their own personal information and,more to the point in the present context, information which is secondarybut nonetheless derived from their own behavior patterns.

In order to incorporate user profile information in a game, user profileinformation retrieved from the memory 1504 in the mobile station 102 issent to the server 1412. The server 1412 incorporates this profileinformation into the game service 1414. The virtual world 1406 is thenconstructed while taking account of the user profile information. It isappreciated that maximum user control over confidential information isprovided by maintaining the above described capability primarily withinthe mobile station 102 itself.

FIG. 16 depicts deployment of virtual voice-based characters in a gamesetting within a wireless game environment. A voice character, which canfor example, be entity 612 makes use of an interactive voice responseunit (IVRU) 1600 in order to incorporate voice content into the game.The game runs on the game server 1412 to which a connection has beenestablished by the mobile station 102 being used by the user 100. TheIVRU 1600 interacts with the server 1412, enabling the server 1412 toincorporate voice response elements at the correct “time and place”within a game taking place within the virtual world 1406. As will beexplained in more detail below, the IVRU 1600 interacts also with themobile network 1408. This interaction is required to provide the actualvoice input to the game and also to provide call connection andestablishment facility.

The game player 100 playing a game encompassing a virtual world 1406using a mobile station 102 can arrive at a point in the game whereinteraction with a voice based virtual character is possible. At thispoint, the game player 100 interacts with the character by vocalizing agame action, i.e., speaking into the mobile station. The IVRU 1600 actsas a voice recognition unit to convert the vocalized command to a textresponse that can be sent to the game server 1412 across the connection.The game server 1412 receives the command and updates the game state(virtual world) 1406 accordingly. The game server 1412 then issues acommand to the mobile station 102 to update the game context beingpresented on the mobile station 102. Should the game now require thatthe virtual voice based character vocally respond to the game playerscommand, the game server 1412 issues a command to the IVRU 1600,directing the IVRU 1600 to generate a vocal response. An IVRU 1600residing on the game server 1412 can send that vocal response to themobile station 102 by means of a voice channel on the wireless. If anIVRU 1600 resides on the on mobile station, a command can be sent to themobile station 102 by the game server 1412 and then converted to a voiceresponse.

In reference to the game described in FIG. 17, at some point in thestory segment, the player 100 may be presented with a prompt such as“your mobile phone is ringing”. The game server 1412 could then place acall to the player's mobile terminal. Upon answering the call, theplayer will be greeted by a virtual voice character. The IVRU 1600 isused to realize the virtual voice character. The virtual voice characterrepresents a virtual character in the game rendered in voice form. Thecharacter can be rendered in a textual format as well. An examplerealization of a virtual voice character can be, for instance, “Hi<player name>, it's the Commissioner here. Seems like we have a littleproblem and need your help. Someone is trying to frame you.” The player100 may then be prompted on the text display with a series of options.The series of options can be, for example, “What do you mean, someone istrying to frame me?” The player 100 may either select the option via theinput keys 400 or may speak the phrase. The IVRU 1600 is used as a voicerecognition unit to determine the selected option, in the event theplayer 100 chooses to speak the phrase, to be sent to the game server1412.

In response, the game server 1412 chooses the appropriate story segmentto deliver to the player 100. The story can be, for example, that thecommissioner continues to warn the player. The commissioner's words aresynthesized by an IVRU 1600 and can be, for example, “Look <playername>! We think it's Joe Diamond, but we can't be sure. If I was you,I'd watch my back and try to find out what he's up to.” The player 100can then be presented with a series of options on a textual display. Theoptions can be, for example:

“1. Thanks for the pointer Commish. I will watch my back. Let me know ifyou hear anything more.”

2. Give me a break! Joe's in the slammer. Anyway, why would he want toset me up?”

3. Don't be stupid Commissioner. Joe would never do that to me. Goodbye,and bye the way, don't call me again!”

The player 100 can speak the options into the mobile station 102 or usethe text input keys 400 to make a selection. Speaking the optionsinvokes the voice recognition of the IVRU 1600.

As another example, the game player 100 can get to a point in the gamewhere some type of advice is required. The game player can ask “what canI do here?” by directing this question to the mobile station microphone.This question is translated to text by the IVRU 1600 and sent to thegame server 1412 over the connection. A software entity resident in thegame examines the various options available to the player at this point,and replies “you can either take the left stairs down to the groundfloor to escape the police or you can go up to the roof and catch thehelicopter”, via a voice call to the station.

In another example, a player can be initially drawn into a game via aseries of phone calls placed to the player 100. Phone calls initiated bysoftware entities to a player 100 inviting him to initiate a game would,typically, be based upon a user profile indicating that such calls wouldbe welcome.

To facilitate use of the IVRU 1600, an interactive application, forexample, the game described in FIG. 13 can be configured with tags (orflags) which indicate that the IVRU 1600 can be used. For example, inthe game described in FIG. 13, either the game universe or a particularsegment (or segments) of the game can be flagged as voice interactive.In this example, when the game server 1412 process a game or storysegment that can utilize the IVRU 1600, the IVRU 1600 is activated forthe particular game or story segment.

The IVRU 1600 can be resident on the mobile station 102 in order toimplement the translation between voice commands from the game player100 and the character strings which are sent over the connection to thegame server 1412.

In an alternative embodiment, the IVRU 1600 can be resident in the gameserver 1412.

It should be appreciated that voice and cellular (GSM, CDMA, or TDMA)short message service can coexist, supporting the voice/data mix whichis required in the aforementioned description. This is only oneembodiment using a particular set of technologies to implement this typeof functionality. It should further be appreciated that conversion fromspeech to text, or rather to character, can be implemented at the mobilestation 102, thus enabling data only to be carried on the connection tothe game server 1412. Alternatively, voice can be carried directlybetween the mobile station 102 and the game server 1412 over theconnection and converted at the server. Various tradeoffs betweenprocessing power and network bandwidth enable different solutions to befound.

FIG. 18 depicts a block diagram of a mobile station 1800 (and 102) thatcan be used in the disclosed embodiments. The mobile station 1800includes, in this example:

A control head 1802 containing an audio interface, i.e. a speaker 1804and microphone 1806. The control head 1802 generally includes a displayassembly 1808 allowing a user to see dialed digits, stored information,messages, calling status information, including signal strength, etc.The control head generally includes a keypad 1810, or other user controldevice, allowing a user to dial numbers, answer incoming calls, enterstored information, and perform other mobile station functions. Thekeypad 1810 functions as the reduced keypad of the presently preferredembodiment. The control head also has a controller unit 1834 thatinterfaces with a logic control assembly 1818 responsible, from thecontroller unit 1834 perspective, for receiving commands from the keypad1810 or other control devices, and providing status information, alerts,and other information to the display assembly 1808;

A transceiver unit 1812 containing a transmitter unit 1814, a receiverunit 1816, and the logic control assembly 1818. The transmitter unit1814 converts low-level audio signals from the microphone 1806 todigital coding using a codec (a data coder/decoder) 1820. The digitallyencoded audio is represented by modulated shifts, for example, in thefrequency domain, using a shift key modulator/demodulator 1822. Othercodes transmission utilized by the logic control assembly 1818, such asstation parameters and control information, may also be encoded fortransmission. The modulated signal is then amplified by RF amplifier1824 and transmitted via an antenna assembly 1826;

The antenna assembly 1826 contains a TR (transmitter/receiver) switch1836 to prevent simultaneous reception and transmission of a signal bythe mobile station 1800. The transceiver unit 1812 is connected to theantenna assembly 1826 through the TR switch 1836. The antenna assemblycontains at least one antenna 1838;

The receiver unit 1816 receives a transmitted signal via the antennaassembly 1826. The signal is amplified by receiver amplifier 1824 anddemodulated by shift key demodulator 1822. If the signal is an audiosignal, it is decoded using the codec 1820. The audio signal is thenreproduced by the speaker 1804. Other signals are handled by the logiccontrol assembly 1818 after demodulation by demodulator 1822; and

A logic control assembly 1818 usually containing an application specificintegrated circuit (or ASIC) combining many functions, such as a generalpurpose microprocessor, digital signal processor, and other functions,into one integrated circuit. The logic control assembly 1818 coordinatesthe overall operation of the transmitter and receiver using controlmessages. Generally, the logic control assembly operates from a programthat is stored in flash memory 1828 of the mobile station. Flash memory1828 allows upgrading of operating software, software correction oraddition of new features. Flash memory 1828 is also used to hold userinformation such as speed dialing names and stored numbers. The mobilestation 102 aspects of the gaming environment can be stored in thismemory.

Additionally, an IVRU 1600 can be connected to the logic controlassembly or IVRU software can be executed by the logic control assemblyin order to perform the voice input aspects of he presently preferredembodiment.

In addition to flash memory 1828, the mobile station will typicallycontain read only memory (ROM) 1830 for storing information that shouldnot change, such as startup procedures, and random access memory (RAM)1832 to hold temporary information such as channel number and systemidentifier.

FIG. 19 depicts a block diagram of a cellular communications systemsuitable for implementing the disclosed embodiments. A cellulartelephone system 10 has a plurality of mobile switching centers (MSC)12, 14, 16, or mobile telephone switching offices (MTSO), that areconnected to each other and to a public switched telephone network(PSTN) 18. Each of the mobile switching centers is connected to arespective group of base station controllers (BSC) 20, 22, 24. Each basestation controller is connected to a group of individual basetransceiver stations (BTS) 26, 28, 30. Each base transceiver station ofthe groups 26, 28, 30 defines an individual cell of the cellulartelephone system.

Each base transceiver station of the groups 26, 28, 30 includes hardwareand software functions required to communicate over communicationschannels of the system 10; and includes transmitters and receivers forcommunication with mobile telephone units. Each base transceiver station26, 28, 30 also includes a plurality of individual standard receivers(StdR) 31 and scanning receivers (SR) 32 for scanning selected portionsof the communications channel. Each base transceiver station 26, 28, 30further includes digital multiplex equipment for transmission of audiotraffic to its associated base station controller. It is the basetransceiver stations 26, 28, 30, along with their associated basestation controllers 20, 22, 24 and mobile switching centers 12, 14, 16that perform the steps described herein in order to carry out oneembodiment of the invention.

A plurality of digital mobile stations 1800 (or 102) is used with thesystem 10 for communication over the communications channel (or radiofrequency traffic channel) with a particular base transceiver station ofa particular cell in which the particular base transceiver station islocated. According to the various disclosed embodiments, associated witheach digital mobile station 1800 is a scanning receiver for scanningselected portions of the communications channel between the mobilestation 1800 and the base transceiver station of serving and neighboringcells. Each base station controller of the groups 20, 22, 24 implementsaudio compression/decompression, handles call establishment, disconnect,and handoff procedures, and allocates system resources between theindividual base transceiver stations 26, 28, 30 associated with each ofthe base station controllers 20, 22, 24. More specifically, each basestation controller 20, 22, 24 performs handoff execution fortransferring on-going communications from one cell to another within thegroup of base transceiver stations 26, 28, 30 connected to theparticular base station controller 20, 22, 24. Each base stationcontroller 20, 22, 24 communicates with its associated mobile switchingcenter 12, 14, 16 for effecting a handoff involving a cell or basetransceiver station 26, 28, 30 associated with a different base stationcontroller. Each mobile switching center 12, 14, 16 processes allrequests for calls, switching functions, as well as the mobilityfunctions of registration, authentication and handoff.

Modifications and Variations

As will be recognized by those skilled in the art, the innovativeconcepts described in the present application can be modified and variedover a tremendous range of applications, and accordingly the scope ofpatented subject matter is not limited by any of the specific exemplaryteachings given.

For example, the disclosed embodiments are described as using a reducedkeypad. Such keypads can be found on conventional mobile stations.However, any suitable input device may be used, such as a touchpad, forexample.

For another example, the disclosed embodiments are described asproviding an entertainment environment. However, the method and systemdescribed can be used for educational purposes as well. Moreover, a cityselection made on the basis of a city the user would like to visit maybe used to create an opportunity for travel or tourism promotion.

For another example, the disclosed embodiments are described asproviding a text based game. However, the game could be played in thecontext of a graphical user interface and retain its customizablequalities.

For another example, the disclosed embodiments described the IVRU asbeing resident in the mobile station. However, it is possible toconfigure the system with the IVRU resident in another element, forexample, the game server itself.

What is claimed is:
 1. A wireless application mobile station forcommunicating via a telecommunications network, comprising: a mobilestation which includes a transceiver and a controller; at least one userprofile containing information relating to a user of said mobilestation; an interactive voice response unit connected to saidcontroller, said interactive voice response unit configured to interpretvoice commands; and wherein said mobile station is configured tocommunicate an application state, receive a command in response to saidapplication state, and convey a predetermined instruction to a serverand said server is configured to change said application state accordingto said instruction and said user profile, and wherein said server isconfigured to communicate said changed application state to said mobilestation.
 2. The wireless application mobile station of claim 1, whereinthe interactive voice response unit is also configured to synthesizevoice.
 3. The wireless application mobile station of claim 2, whereinsaid changed application state is communicated by said mobile stationusing voice synthesis via said interactive voice response unit.
 4. Thewireless application mobile station of claim 1, wherein the networkcomprises a base station connected to said network, and wherein a voicecommand is converted to said predetermined instruction by saidinteractive voice response unit and communicated to said server acrosssaid telecommunications network.
 5. The wireless application mobilestation of claim 1, wherein said predetermined instruction is conveyedin response to a voice command recognized by said interactive voiceresponse unit.
 6. A wireless application system, comprising: a mobilestation which includes a transceiver and a controller; at least one userprofile containing information relating to a user of said mobilestation; a base station which includes a transceiver wherein said basestation and said mobile station communicate with each other using saidtransceivers; and a server configured to run a game center softwareapplication wherein said base station is adapted to communicate withsaid game center software application and said game center softwareapplication is configured to execute an application; wherein said mobilestation is configured to communicate an application state, receive acommand in response to said application state, and convey apredetermined instruction to said server and said server is configuredto change said application state according to said instruction and saiduser profile, and wherein said server is configured to communicate saidchanged application state to said mobile station.
 7. The wirelessapplication system of claim 6, further comprising an interactive voiceresponse unit connected to said server, said interactive voice responseunit configured to interpret and synthesize voice commands.
 8. Thewireless application system of claim 6, further comprising aninteractive voice response unit connected to said controller, saidinteractive voice response unit configured to interpret and synthesizevoice commands.
 9. The wireless application system of claim 6, whereinsaid mobile station, said base station, said server, and said gamecenter software application are configured to support interactive voicecommunication between said first mobile station a second mobile stationand said game center software application.
 10. The wireless applicationsystem of claim 6, further comprising a telecommunications network,wherein said base station is connected to said telecommunicationsnetwork, and wherein a voice command is converted to said predeterminedinstruction by said interactive voice response.
 11. The wirelessapplication system of claim 6, wherein said predetermined instruction isconveyed in response to a voice command recognized by said interactivevoice response unit.
 12. The wireless application system of claim 6,wherein said changed application state is communicated by said mobilestation using voice synthesis via said interactive voice response unit.13. The wireless application system of claim 6, further comprising agateway, wherein said base station communicates with said game centersoftware application using said gateway.